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Jorava

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A member registered Nov 10, 2019 · View creator page →

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Cool

(3 edits)

Hola rubiNet!

Thanks! We're not Mexican, we're Finnish. If you decide to play our game anyway, you can mention JapeNess.

Saludos

Nice mechanics and pixel art. The timer felt too harsh though, particularly when at some points there just weren't any fish around for several seconds.

Nice mechanic. Got score 36 (browser version). I like the pixel art. The music loop could be longer, and the challenging part could start sooner.

There's no mobile version. Sorry.

Thank you! Glad you liked it.

Thank you so much! You can restart from the menu (press Esc, or "Menu" on Controller). You probably don't have to restart on that part though, there's an area only the bird can enter.

https://jorava.itch.io/lost-kouvos

A platformer in the vain of "Lost Vikings", with a visual style inspired by "Ori and the Blind Forest".

Control 3 characters - a bear, a wolf, and a black woodpecker. Solve puzzles and fight giant lice!

Note that this is an alpha demo version, so it has bugs and other issues.



Thank you so much! :) Glad you liked it!

Thanks! :)

Fair Enough.

Thanks!

Thank you for the praise and the suggestion! :)

Cute art! If only solving real-life global problems was as easy...

It's a carbon copy of Clicker Heroes, but well made. Nice job for your first jam!

I like the concept of needing energy to power your buildings so they can bring you currency. The prices got up way too fast though. Also not sure what the benefit of moving to a different city was.

It plays well and the enemy sprites look good. Could have more "active play style" upgrades, like the ability to hold mouse down instead of clicking, or having the amount of allies you have or enemies you've killed affect the strength of your clicks.

Impressive work for a one-day project! Would like to see how many of each employee I have, and the ability to hire people to sell the projects for me. The UI was a bit wonky (texts not staying in their boxes, and some of the right side text went below the "Hiring" and "Code" buttons. Going full screen fixed it though.

This could be a type of "oddly satisfying" game, but feels like it needs something. It could have a clearer progression system than just rising score, or a challenge (click all the screw faster to get a bonus score?), or the ability to automate it. The basic game feel is good though.

Now that's just freaking adorable! If you keep working on it, would like to see little "quality-of-life" stuff, like a clear indicator of the effectiveness of clicking (like a number rising from the raccoon every click), and the old console texts to remain somewhere after new one replaces them. Having the raccoon react to you're clicking would be cute, too!

Thanks!

There's a thought. Thanks! :)

Thank you very much! :)

Time isn't linear?

This was very well made! You seem to have put a lot of effort in visuals and game feel. Skating on trails was a neat addition. I played every level once, got all the letter once and all the zombies only a couple of times. I think the game would be great for speedrunners.

Thank you so much, lovely feedback! Those are great suggestions! :)

"Bats can insta-kill." Next level throws like a dozen bats at you straight away. Such a trolly move! xD It was alright though, I liked playing inside a computer screen with some 90's style.

Thank you!

This was pretty fun! I had a lot of trouble with the eye boss, then got to level 9 after beating it. I found the best strategy for me was to just improve the reload speed, at least in the beginning.

Thank you very much! This kind of "crossword puzzle with pictures" is a common thing in Finland, but not outside of it. I don't know why.

Pretty good for a first game! The movement works well. Since you asked for constructive criticism, though, here are the two biggest problems I found:

1. The hitboxes/colliders are way too large. I could clearly see I didn't touch the enemies when I died, and I didn't touch the flag when I won the level. Usually in good platformers, the hitboxes are a bit smaller than the sprites, so there's no doubt the player hit the object.

2. Having to restart the game all over and redo easy levels just to get back to the harder level causes needless frustration. I'd rather just start at the beginning of each level when I die.

There's also a lot of little things that would improve the game, but those two are the most important in my opinion. Good luck with your future games! :)

Thank you!

Hey this was really good! Reminded me a bit of "Enter the Gungeon". I actually played through the game with all 4 characters. Pyramidhead gave me the most trouble, was hard to get the rhythm right with him, and dodging his "bullets" by going between them seemed close to impossible. Also I'm surprised how you managed to recreate the creepiness of the last boss using pixel art.

For constructive criticism, all I can think of is letting player move at slower pace when shooting/reloading instead of stopping outright, and have the fourth character's melee do more damage, it seemed weaker than his safer shotgun.

Thank you so much! I did implement the keyboard, and it works fine for me (though I have to click the screen before it starts working). Did the keyboard not work for you?

Very nice, dark atmosphere! I didn't have any idea what I was doing though, just running from one place to another, picking up random stuff. Didn't encounter any enemies either. I'm guessing the bark, bones, logs etc. are going to be used in crafting in the bigger version? The stamina system seems weird - at first I never ran out of it, then I'd lose it with just a few seconds of running and only recovered a little bit.

One thing I'd recommend working on is teaching the mechanics, because the player is bound to forget a lot of stuff when they're given a huge info dump at the beginning (I only remembered there was a "rest" button after I quit the game and started writing this feedback). The game does have a pretty solid foundation though, and you clearly have a lot of ambition. Good luck with further development

Thank you! Yeah, I wish I had had the time and energy to add a zoom feature.

Nice concept and well executed! The graphics and sounds fit the gameplay and lore. Felt more luck-based than skill-based to me though, sometimes the atoms would jump around like pinballs. The last few levels took a lot of tries. Glad the gameplay loop is fast though!

Thank you! :)

I like the concept and the "Zerg" feeling in the graphics and audio! No idea how you're supposed to win - the enemy is able to spawn troops much faster than me, and if I lose my last lord mind my queen stops spawning eggs. I guess you just have to build your army really slow and let the enemy waste troops attacking? Nice feel to the game though!

Interesting concept! Kinda like a 2D version of the game "Screencheat". Syncing was pretty hard to do so in the beginning I just shot everyone. I did get the hang of it eventually. The way the other screens move when one of them is turned off tended to mess me up, not sure if it's on purpose.